











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Effect Displayer 1.7.4Display flying text and image when the player gets detrimental temporary effect. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Rogue |
Level / Exp | 30 / 25% |
Size | medium |
Lifes / Deaths | Killed by Porusekira the elven warrior at level 14 on the 48th Dusk 122nd year of Ascendancy at 07:40 / 3Killed by Yvamira the corrupted protoplasmic controller at level 30 on the 15th Regrowth 123rd year of Ascendancy at 20:08 Killed by Yvamira the corrupted protoplasmic controller at level 30 on the 15th Regrowth 123rd year of Ascendancy at 20:34 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 70 (base 56) |
Constitution | 27 (base 10) |
Magic | 25 (base 14) |
Willpower | 23 (base 10) |
Cunning | 90 (base 60) |
Resources
Life | -277/664 |
Stamina | 220/240 |
Steam | 95/100 |
Healing Factor | 1.1386945338482 |
Regeneration | 9.3942299042476 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 47.715056002026 |
See Invisible | 50.715056002026 |
Offense: Mainhand
Damage | 63 |
Accuracy | 53 |
Crit Chance | 44% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 53 |
Crit Chance | 45% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Fire | +5% |
Physical | +17% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 11 (38.594633868923%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 37 |
Mental Save | 46 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 35%( 70%) |
Physical | + 26%( 70%) |
Cold | + 35%( 70%) |
All | + 15%( 70%) |
Lightning | + 23%( 70%) |
Light | + 20%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 34%( 70%) |
Darkness | + 39%( 70%) |
Fire | + 23%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 50% |
Confusion Resistance | 62% |
Disarm Resistance | 50% |
Stun Resistance | 70% |
Poison Resistance | 50% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 501 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 409% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by snow giant. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Layyssra the fox. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of fire wyrm saliva. * You've found the needed warg claw. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed vial of elder vampire blood. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +2 Dex defense ------ Armor +3 Stealth +6 Silence Resist +20% Confus Resist +26% Stun Resist +20% other ------- Talents +3 Moss Tread Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.6 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: defense ------ Defense +15 (+4 eff.) Resistance +6% lightning +3% temporal +3% blight Spell save +9 (+4 eff.) Life +55.00 Disarm Resist +10% other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +6 Mag +3 Con other ------- See Invisibility +3 Wards +3 lightning +3 cold +3 light +3 nature Talents +1 Ward Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Mind Crit +4% Critical power +10.00% Accuracy +10 (+4 eff.) defense ------ Mind save +7 (+2 eff.) Unlife -80.00 life Confus Resist +26% other ------- Max psi +40.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+6 eff.) Mind save -7 (-3 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * splashes acid on your target dealing 47 damage and reducing their armor On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +4 Dex +3 Mag +4 Wil +4 Cun +4 Con offense ------ Physical Crit +6.0% Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +7 Lck defense ------ Defense +20 (+5 eff.) Resistance +3% lightning +1% physical +6% blight +12% mind +6% nature Stealth +7 Unlife -20.00 life other ------- Disarm Traps +14 Infravision +4 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * applies a stacking poison dealing 30 damage per turn While equipped: Stats +6 Con +7 Wil offense ------ Physical Crit +1.0% Damage +9% physical defense ------ Life +30.00 other ------- Stamina/turn +1.00 Max stamina +20.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +4 Wil offense ------ Mind Crit +2% defense ------ Defense +8 (+2 eff.) Resistance +10% cold +6% light +10% nature Physical save +7 (+3 eff.) other ------- Max psi +10.00 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +6% acid +8% physical +5% fire +9% cold defense ------ Resistance +13% acid +12% physical +13% darkness +13% cold +10% fire +10% mind +11% all Physical save +13 (+6 eff.) Spell save +13 (+5 eff.) Mind save +23 (+7 eff.) Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% other ------- Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 66%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 79%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 524% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 306 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +6 Cun +5 Con offense ------ Move Speed +10% Damage +24% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Fatigue -6% Resistance +9% nature Life Regen +3.00 other ------- Stamina/turn +0.60 Light +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 defense ------ Fatigue -5% Life Regen +2.00 Disease Resist +15% other ------- Mana/turn +0.20 Max mana +20.00 Amulets make your neck look great! It was changed by the digestive sack. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -7% Blind Resist +20% other ------- Encumbrance +24 Infravision +5 See Stealth +5 See Invisibility +17 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+5 eff.) other ------- Max stamina +11.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +10% light defense ------ Armor +6 Resistance +20% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Spell save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag offense ------ On-Hit 16 light On-Ranged-Hit 13 light Damage +11% light defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego++] Nature/Psionic Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +6 Str +6 Dex +7 Mag +7 Wil +5 Cun +6 Con Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 While equipped: offense ------ Ignore resists +6% all Accuracy +8 (+3 eff.) Ignore Armor +7 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 While equipped: Stats +2 Mag +1 Wil offense ------ Spellpower +8 (+4 eff.) Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +4 Dex +6 Con offense ------ Combat Speed +10% Accuracy +8 (+3 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +12% darkness other ------- Infravision +3 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +9% lightning +9% cold +5% physical defense ------ Defense +14 (+4 eff.) Resistance +10% mind Mind save +8 (+2 eff.) Pinning Resist +25% other ------- Psi/turn +0.90 Max psi +38.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +1 Dex +2 Con offense ------ Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +6% acid +3% mind +7% blight A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Str +3 Dex +5 Mag +5 Cun offense ------ Ignore resists +20% fire defense ------ Resistance +10% lightning +8% temporal A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+8 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +8% nature defense ------ Resistance +11% all Poison Resist +20% Disease Resist +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: Stats +1 Cun offense ------ Spell Crit +6% Spellpower +5 (+3 eff.) Damage +5% acid +5% physical +9% light +6% darkness +7% cold +12% mind +7% fire Ignore resists +5% arcane defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +10% acid +11% physical +14% cold +13% fire +9% all Physical save +16 (+7 eff.) Mind save +6 (+2 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 65% (based on Cunning). Uses 41 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +6 Wil +3 Cun defense ------ Armor +4 Fatigue +3% Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+1 eff.) Blink to a nearby random location (rad 8) Puts all charms on 21 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Wil +2 Cun +4 Con offense ------ Damage +6% light defense ------ Armor +4 Fatigue -3% Crit Resistance 15.00% Physical save +10 (+5 eff.) other ------- Encumbrance +34 See Invisibility +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +3 Dex +2 Mag +3 Cun offense ------ On-Hit 8 lightning Damage +6% lightning +12% fire +6% cold defense ------ Armor +2 Resistance +7% lightning Crit Resistance 10.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +5 (+3 eff.) On-Hit 5 arcane Damage +3% arcane defense ------ Armor +1 Fatigue +1% Resistance +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +7 Str +4 Con offense ------ Physical Power +4 (+2 eff.) Damage +9% cold When Hit 2 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Armor +4 Fatigue +4% Resistance +6% cold Physical save +16 (+7 eff.) Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26.7 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+5 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +3.0% defense ------ Defense +5 (+2 eff.) Resistance +3% nature Life +41.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +6 Con offense ------ Critical power +10.00% Damage +6% nature Ignore resists +15% nature defense ------ Defense +10 (+3 eff.) other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +6 Con offense ------ Physical Crit +3.0% On-Hit (Melee): * 20% chance to reduce armor by 23% other ------- Light +3 Infravision +3 Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Garin the Shalore Rogue level 17
5th Haze 122nd year of Ascendancy at 01:43 see stats
By Garin the Shalore Rogue level 17
74th Dusk 122nd year of Ascendancy at 12:48 see stats
By Garin the Shalore Rogue level 23
66th Haze 122nd year of Ascendancy at 08:14 see stats
By Garin the Shalore Rogue level 29
5th Allure 123rd year of Ascendancy at 21:36 see stats
By Garin the Shalore Rogue level 28
6th Decay 122nd year of Ascendancy at 04:58 see stats
By Garin the Shalore Rogue level 10
26th Dusk 122nd year of Ascendancy at 12:48 see stats
By Garin the Shalore Rogue level 20
21st Haze 122nd year of Ascendancy at 16:48 see stats
By Garin the Shalore Rogue level 30
8th Regrowth 123rd year of Ascendancy at 21:47 see stats
By Garin the Shalore Rogue level 20
28th Haze 122nd year of Ascendancy at 18:32 see stats
By Garin the Shalore Rogue level 25
76th Haze 122nd year of Ascendancy at 13:34 see stats
By Garin the Shalore Rogue level 7
7th Mirth 122nd year of Ascendancy at 00:30 see stats
By Garin the Shalore Rogue level 15
53rd Dusk 122nd year of Ascendancy at 08:25 see stats
By Garin the Shalore Rogue level 26
77th Haze 122nd year of Ascendancy at 06:38 see stats
By Garin the Shalore Rogue level 15
50th Dusk 122nd year of Ascendancy at 10:16 see stats
By Garin the Shalore Rogue level 14
48th Dusk 122nd year of Ascendancy at 07:40 see stats
Log
Yvamira the corrupted protoplasmic controller uses Rampage.
Yvamira the corrupted protoplasmic controller begins rampaging!
Poleribeth the corrupted dendritic hemospinner uses Greater Weapon Focus.
Yvamira the corrupted protoplasmic controller uses Shattering Shout.
Garin is recovering from the damage!
Poleribeth the corrupted dendritic hemospinner shares damage with his oozes!
Yvamira the corrupted protoplasmic controller hits Garin for 580 physical damage.
Yvamira the corrupted protoplasmic controller hits Poleribeth the corrupted dendritic hemospinner for 140 physical damage.
Garin uses Tumble.
Garin uses Moss Tread.
Garin uses Infusion: Movement.
Garin is moving at extreme speed!
Yvamira the corrupted protoplasmic controller resists the effect 'Slow movement'!
Yvamira the corrupted protoplasmic controller resists the effect 'Pinned to the ground'!
Garin's pinning nature area effect hits Yvamira the corrupted protoplasmic controller for (3 rampage shugs off), 0 nature (0 total damage).
Yvamira the corrupted protoplasmic controller has shrugged off 3 damage and is ready for more.
Garin slows down.
Yvamira the corrupted protoplasmic controller resists the effect 'Slow movement'!
Yvamira the corrupted protoplasmic controller resists the effect 'Pinned to the ground'!
Garin's pinning nature area effect hits Yvamira the corrupted protoplasmic controller for (3 rampage shugs off), 0 nature (0 total damage).
Yvamira the corrupted protoplasmic controller uses Twist the Knife.
Garin's Covered in Gastric Fluids was extended!
Garin's Moss Tread was disrupted!
Yvamira the corrupted protoplasmic controller hits Garin for 427 physical damage.
Garin the level 30 shalore rogue was impaled to death by Yvamira the corrupted protoplasmic controller on level 1 of The Godfeaster.